Describes me to a T.I used to be fairly anal about identifying magic items.
20 years later, I prefer to just tell players what it does in the interests of fun and playability. I realised that only the DM enjoyed the hoop-jumping inflicted on the players.
The other problem was that it was magic and I was applying logic to it. While I could make it that all type X potions looked and tasted the same, there is no reason to do that. The Dresden books have great examples of why potions would be different based on the person who made it.
I'm also inclined to think that there really should be a third category of items, somewhere between the 'utility' magic items and the very powerful artifacts (essentially, where Weapons of Legacy sat in 3e). Such items would reveal only their basic natures with Identify, and also reveal that there's more to learn. Then, the players get to decide whether to bother going to the hassle or not.
The worst thing about this is that I can't unread it.I don't like it though when my Dwarven house maid tries to help. They smell like chicken to me.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.